void Save_current_Ship(GameObject saveobject) { enableall(); int i = 0; Children.Clear(); Debug.Log(saveobject.transform.childCount); foreach (Transform child in saveobject.transform) { if (child.childCount > 0) { Children.Add(child.GetChild(0).gameObject); } else { Children.Add(null); } } foreach (GameObject stri in Children) { if (stri != null) { string fleetstring = saveobject.name + i; FleetBuilder.add(fleetstring, Children[i].name); Vector3 loc = Children[i].transform.localPosition; Vector3 rot = Children[i].transform.localEulerAngles; FleetBuilder.add(saveobject.name + "parent" + i, stri.transform.parent.name); FleetBuilder.write(); FleetBuilder.add(saveobject.name + "num", i + 1); FleetBuilder.add(saveobject.name + "scalex" + i, stri.transform.parent.localScale.x); FleetBuilder.add(saveobject.name + "scaley" + i, stri.transform.parent.localScale.y); FleetBuilder.add(saveobject.name + "scalez" + i, stri.transform.parent.localScale.z); } else { string fleetstring = saveobject.name + i; FleetBuilder.add(fleetstring, "nothing"); //Debug.Log(fleetstring); } i++; } FleetBuilder.write(); checkupdate(); }
/// <summary> /// set the settings to a string. /// </summary> /// <param name="fair"></param> public void setsetting(string fair) { FleetBuilder.add("Settings", fair); FleetBuilder.write(); settext(fair); }